DrRock

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  1. [ QUOTE ]
    [ QUOTE ]
    Hyperthetcally the taunts last to the end of their taunt duration. In practice you usually find you loose all your aggro the instant you turn on the power, leading to instant teamwipe.

    [/ QUOTE ]
    Not been my experience when I tested it recently. If I used Taunt then Hibernate, I could normally heal to full HP before the Taunt ran out. Of course, I tend to slot my Taunt fairly heavily, and also slot Health.

    [/ QUOTE ]

    Do you find the 5 man Taunt limit a bit of a handicap? That is potentially a lot of loose enemies.

    Of course a dead tanker holds very little aggro. Although I reckon it should be changed so that villains jump up and down on the body at least until any taunts wear off.
  2. PvP isn't my cup of tea, but in the limited trying I have done you have a few useful powers.

    Cosmic Burst: nice 100% disorientate, assuming they don't have protection, good for dropping squids
    Heat Exhaustion: nice for -regen, -recharge, -end recovery
    Melt Armor: AoE -def, -res

    and of course two heal powers, I found in a team I can be good backup until I am spotted at which point I found it very hard staying alive against anything with holds or armours.

    In PvE I can solo without too much problem, although I rely on Air Superiority and Cosmic Burst most of the time. In a team there isn't a secondary that I don't use all the time. Heat Exhaustion alone renders Longbow Bosses/Elites a lot less risky.

    Edit: If you can team with 3 brutes and a kinetic, you do become pretty unstoppable.
  3. Yeah I finally went for 2xAcc, 3xRecharge. You want it to recharge before the effects wear off and you don't want to miss.
  4. [ QUOTE ]
    I have a lvl 40 MA/SR....Elude 3 slotted with hasten 3 sloted..not much downtime and a few +3 bosses together are no problem..most of other togles have 2 slots of defense in them for when it falls.pop 2 end ..turn on armour...easy...

    [/ QUOTE ]

    The defence change coming in I7 should mean you are getting hit almost twice as much by a +3 boss when using Elude+. Out of interest, if you remember, would you mind trying some +3 bosses post I7 and posting how it went?

    Edit: The Elude+ means Elude + your toggle defences + passives so you are capping the villain to hit at 5%.
  5. Well having seen you all obliterate anything in PvE, I am not really surprised.
  6. So how did the base raid go yesterday?
  7. I certainly don't have problems finding teams and can solo without any problems.

    I don't know if you noticed but we (Radiation Freak & Stryker) had a couple of skirmishes in the Sirens massacre event. Well until we got swamped by heroes.
  8. I have taken every thermal secondary power, because there doesn't seem to be a bad one among them. Melt Armor for the set.
  9. DrRock

    Stone Armour

    I would take both, 2 recharges are needed to counter the -recharge of GA. I would then take Hasten as a turbo boost on top of that when you really need it.

    Hasten on its own will be down too much of the time.

    That is from a Tank viewpoint, the -rchrg might be lower for a Brute, although I doubt it.
  10. In what circumstances did you feel you were losing aggro?
  11. [ QUOTE ]
    [ QUOTE ]
    As Tundra pointed out the taunt effect is still autohit for Mudpots, so its ability to hold aggro hasn't been reduced. The key thing is the interval between ticks and taunt duration of the AoE taunt powers for tanks. Information I don't have.

    Actually Invincibility tick is 1 sec as it was changed recently.

    [/ QUOTE ]

    I don't know the duration of the Taunt, but I'm pretty sure from pre-ED testing that 3 Taunt SO's causes the Taunt to last until the next tick. When steadily increasing the number of Taunt enhancements in Mud Pots I saw a marked improvement in aggro holding from 2 to 3 enhancements, but not on adding 4 so I don't think it's been hit hard by ED in that sense.

    Incidentally, am I the only Stone tank out there slotting for Slow? It still seems a rather good effect to me.

    [/ QUOTE ]

    That is interesting to know, always slotted for damage as even though it was small it was autohit. Plus I liked endurance reducers in it as it is a bit of an endurance hog. Slow I assumed was quite a minor amount and didn't think much would be gained by slotting, not that I had any facts to back up that theory.

    The Dr. needs major I6 surgery, but I am not in any rush. Taunts in mudpots sounds like a good idea, I might try slow as well. Damage doesn't seem like an effective option anymore.

    Edit: Actually the more I think about it the more sense those Taunts make. Until the taunt duration exceeds the tick you will always stand the chance of damage pulling a mob away. The moment you exceed it, stacking will build up taunts on a mob to the point it can't be disturbed at which point anymore is a waste.
  12. Is this power awesome or what!

    I hadn't really thought about its effects when teaming, I just popped it in to bosses, elites, AVs and assumed it helped. It was only when using it solo I realised it makes pussycats out of a lot of bosses and I came pretty close to taking a Longbow Commander Elite Boss down with it solo.

    Take this power it is great!

    For those not aware it is -dmg, -regen, -recovery the last seems to be the most important as they are left a lot of the time with no endurance.
  13. As Tundra pointed out the taunt effect is still autohit for Mudpots, so its ability to hold aggro hasn't been reduced. The key thing is the interval between ticks and taunt duration of the AoE taunt powers for tanks. Information I don't have.

    Actually Invincibility tick is 1 sec as it was changed recently.
  14. As I understand it each time Mudpots hits your get a very short duration taunt, just like the Taunt power. The Taunt enhancements extend this very short duration a bit.

    I have always slotted it 3xDmg, 2xEndRed. But seeing as it isn't auto hit anymore, you probably need at least one accuracy in there.

    Taunt > Damage Aggro

    Personally I love Mudpots, but Taunt with 3xRecRed,3xTaunt is a lot less risky for pinning bosses/AVs. Even with GA on with that slotting you can stack up to 3 Taunts on an AV.
  15. DrRock

    Caleb Hunt

    Good point, having read the US boards they don't appear to know how to actually spawn it.
  16. DrRock

    Caleb Hunt

    [ QUOTE ]
    CuppaJo confirms that Caleb (an AV in CoV) does exist, and provides some details of how he is spawned:

    Just so there is no confusion -

    Caleb does not spawn on a regular schedule; players need to perform some fairly difficult and specific actions within the zone to get him to spawn. It takes a sustained effort to eliminate all of the Nerva demons to get Caleb to spawn.

    [/ QUOTE ]

    Anyone up for forming a team to attempt this?
  17. Go for stone as a secondary if you want your sub to boom and feel like you really hit something.
  18. Yes it all really depends on what you are building to fight, or whether you are building across the board.

    What you gain on the passives against an energy AV you lose on not taking Weave against a psi AV. To be honest 12% resistance or 7% defence isn't going to make a lot of difference either way against an AV.

    Small note on Unthing's suggestion about setting ratio to 1 AV. Since I added fear powers you can't reduce minions to 0 without getting an error. Fixed in the next patch.
  19. You aren't doing anything wrong, it is just an awful period for tankers (the teen levels).

    You just have to limit how much aggro you try and hold and work your way into your 20s when it starts to get better.
  20. Yeah Cosmic Burst asap, guaranteed to disorientate minions and lts, in the thick of a team battle saves a lot of healing if you can pump a disorientate in to whatever is hurting the brute.

    It is the power that allows me to solo, without too much trouble.
  21. DrRock

    Tank question(s)

    [ QUOTE ]
    I really hope Dr.Rock calculations are correct(wich i trust they are)or else I'll have wasted a respec! xD

    [/ QUOTE ]

    Correct, probably not, but hopefully close enough to give a good idea of what should work, but doesn't appear immediately obvious.
  22. Nope an ordinary even level minion would be fine.
  23. I will only need the +0 level test this time.
  24. DrRock

    Tank question(s)

    Hi Doom, welcome to the boards.
  25. DrRock

    Tank question(s)

    [ QUOTE ]
    The difference is that Sherk's Hero Planner uses 30% as the resistance for temp inv and DrRock uses 27.5%. This means it provides about 5% less S/L with 3 slots.

    After a quick look at the US forums most people are using 30%. I don't know which is the right number.

    [/ QUOTE ]

    30% would appear to be correct, I must have picked up a bad number from early I5 testing.